Lock and Load 5

Making something for EDGE? Show it here.

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pilottobombadier
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Lock and Load 5

Postby pilottobombadier » Mon 12 Nov 2007 12:45 am

?lleps cigam a, 4f tla hsup

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Nick_Perrin
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Postby Nick_Perrin » Mon 12 Nov 2007 6:48 am

Last edited by Nick_Perrin on Mon 12 Nov 2007 9:57 am, edited 1 time in total.

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Dartmerc
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Postby Dartmerc » Mon 12 Nov 2007 8:26 am


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Postby Corbin » Mon 12 Nov 2007 8:35 am


pilottobombadier
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Postby pilottobombadier » Mon 12 Nov 2007 12:32 pm

Nothing spectacular, but it works :P Depending on if I get my personal web server working or not will depend on if I e-mail you a link or a file :P
?lleps cigam a, 4f tla hsup

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BaronOfStuff
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Postby BaronOfStuff » Tue 13 Nov 2007 10:45 am

"Yar!" said the cow, who had been watching from afar...



Followed by "Allow that proverbial shit..."

pilottobombadier
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Postby pilottobombadier » Sun 18 Nov 2007 1:57 pm

Okay, running a little behind. I still have to do the alt deaths and some stuff didn't go quite as planned, and I've been krutzing aorund because I can't focus.

Had a a death in the family. One of the dogs, but the little pischers are still family...So, yeah, I've been trying to stay away from stressful things.

I should have the alt deaths done by this afternoon, though. After I...umm...import the graphics. Yeah. Anyway, will keep you all posted.

*edit* I have to rerip/redo the graphics for the railgun spiral, they got corrupted...oh yeah, fun times
?lleps cigam a, 4f tla hsup

pilottobombadier
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Help with screenshots in EDGE

Postby pilottobombadier » Wed 05 Dec 2007 1:33 pm

?lleps cigam a, 4f tla hsup

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Lobo
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Postby Lobo » Wed 05 Dec 2007 6:20 pm

, Lonely Meadows TC,
, DoomP.A.L.

pilottobombadier
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Postby pilottobombadier » Thu 17 Apr 2008 12:12 pm

Okay, it's been awhile...no thanks to school. Anyway, I'm scaling things back to I think 11 weapons (as opposed to 20 or so), making some pretty big changes, although the scatterbombs and such will still be there in a different form and there'll be some real super weapons for once :P
?lleps cigam a, 4f tla hsup

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BaronOfStuff
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Postby BaronOfStuff » Fri 18 Apr 2008 10:13 am

>_>

<_<

Yay! The topic didn't die!
"Yar!" said the cow, who had been watching from afar...







Followed by "Allow that proverbial shit..."

pilottobombadier
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Postby pilottobombadier » Fri 18 Apr 2008 1:13 pm

No, not yet. What I've decided to do is tighten it up, make it adaptable to the original Doom formula, then go from there. I am nixing the shotgun pistol. Sort of.

Anyway, that's all for now. It'll be done when it's done and then sent out for beta testing :P I'm trying to do one weapon a day, and being that about half are done, it should be done pretty soon. I hope...
?lleps cigam a, 4f tla hsup

pilottobombadier
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Postby pilottobombadier » Wed 18 Jun 2008 9:04 pm

?lleps cigam a, 4f tla hsup

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Visplane Overflow
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Postby Visplane Overflow » Wed 18 Jun 2008 9:47 pm


pilottobombadier
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Postby pilottobombadier » Wed 18 Jun 2008 9:59 pm

?lleps cigam a, 4f tla hsup

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Visplane Overflow
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Postby Visplane Overflow » Thu 19 Jun 2008 2:54 am

Shotgun slugs are a bugger to aim, they don't fly very far or straight either, being of too high a caliber =p Oh well, it is a game, after all :P

pilottobombadier
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Postby pilottobombadier » Thu 19 Jun 2008 11:24 am

?lleps cigam a, 4f tla hsup

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Visplane Overflow
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Postby Visplane Overflow » Thu 19 Jun 2008 7:24 pm


pilottobombadier
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Postby pilottobombadier » Fri 20 Jun 2008 5:01 pm

Most of the bugs are ironed out. This is a WIP build. It's basically a resource file with a few weapons working; all but one is available in Doom and no special powerups have been overwritten.

The point is so you guys have something tangible and I have a testbase :P

But yes, it's stable and working relatively well. The only thing I haven't figured out is why my double desert eagles don't dump the remainder of a magazine on a forced reload; hopefully that gives you an idea as to its level of polish.

Also, there's currently no readme, but then again, the credits and debits doesn't seem to need an update...although if it does (refer to Lock and Load 4's readme), please let me know for the final release.

*edit* Whoops, forgot the link:



Anyway, the weapons will be rebalanced as I go along (the flamethrower is insanely powerful, but it does replace the BFG, enough said), although I like how the shotguns and the magnums are performing, and I very much like the results I've gotten with the Flechette Rifle, although I think the grenade launcher might need to go. We'll see.
?lleps cigam a, 4f tla hsup

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Visplane Overflow
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Postby Visplane Overflow » Fri 20 Jun 2008 7:37 pm

I think your pulse rifle grenade launcher may need some viagra.

pilottobombadier
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Postby pilottobombadier » Fri 20 Jun 2008 8:27 pm

Oh, I agree. It needs more bouncage and splash damage, so far as I can tell.

What do you think?
?lleps cigam a, 4f tla hsup

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Visplane Overflow
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Postby Visplane Overflow » Fri 20 Jun 2008 10:14 pm

Well, the projectile can hardly find its way all the way down a short hallway, and yeah, the splash damage could stand to be increased, as well as the velocity.

pilottobombadier
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Postby pilottobombadier » Fri 20 Jun 2008 10:41 pm

I think I have the speed set for 25, I'll have to check, although it is deliberate.I need ot look into the bounce speed loss, too. I won't be doing any of that tonight, though. I need ot give my hands a rest, my carpal tunnel's really been acting up this week, and in between modding and learning CCNA, it has not exactly been helping me.

*edit* I lied, it was bothering me enough that I did some tweaking. New release, same link.
?lleps cigam a, 4f tla hsup

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Dartmerc
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Postby Dartmerc » Sat 21 Jun 2008 9:48 am

Yeah that grenade seriously needs some more legs. I also think it can have it's bounce/fuse reduced. Currently you have to wait an almost stupid amount of time before the grenade detonates.
I'd suggest implementing an explode on impact script too so you don't have to fire it and hope your enemy just stands still.
Also, when the minigun is spinning down you currently have to wait for it to stop before refiring, it seems a little weird, maybe allow the player to refire.
Umm, I think thats all i've got, I like your secondary fire on the shotgun, mind if I use something similar to that on mine?

EDIT: fyi, I downloaded this AFTER you made the post about having made the changes.

pilottobombadier
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Postby pilottobombadier » Sat 21 Jun 2008 12:00 pm

?lleps cigam a, 4f tla hsup

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Dartmerc
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Postby Dartmerc » Sun 22 Jun 2008 12:38 am

make the frame actions ready instead of nothing. Check out , i've used this to allow weapons to have longer animations after shooting, but still fire fast if required.
Also, while answering this question I've thought of a solution for the shotgun releoad issue :) Thanks!

pilottobombadier
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Postby pilottobombadier » Sun 22 Jun 2008 1:15 am

I'm downloading it now, I'll take a look at it tomorrow. I think I'll start working on the air-burst shell (what will replace the slug as the pump-action shotgun's secondary) next. The slug really is getting old.
?lleps cigam a, 4f tla hsup

pilottobombadier
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Postby pilottobombadier » Sun 22 Jun 2008 4:06 pm

New version uploaded with fixed minigun and Air-burst shell (detonates in mid-air and sprays shrapnel all over the place - 100 hitscan umm...hits) attack that replaces the Slug for the pump-action shotgun.

So far as I can tell, animation and sprite placement are fine, wondering what you guys think of the attach itself. Is it too weak, or do you think it's even too powerful?

Anyway, link hasn't changed, but I'll repost:

?lleps cigam a, 4f tla hsup

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Dartmerc
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Postby Dartmerc » Mon 23 Jun 2008 8:36 am

lol, didnt even realise the secondary fire on the sg was a slug, I thought it was an option to reload 1 shot and fire it rather than reload fully.
The grenade launcher seems a lot better, personally I still feel there is too much momentum kept after the bouncing, it's like if you shoot at an enemy and miss, the grenade somehow finds it's way beside you before it detonates. Just try playing through MAP01 using the grenade launcher only.

I think that blast radius on the air-burst is a little too large, i seemed to damage myself with every shot. The attack would be far more useful without such a long delay before firing too, maybe put the delay after the shot is fired to stop it from firing too rapidly.

Either way, good job.

pilottobombadier
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Postby pilottobombadier » Mon 23 Jun 2008 10:55 am

The real issue that I see with the grenade launcher is that sometimes it won't detonate, and I assume this is because it's striking a creature right in the middle of the bounce sequence. I'll definitely look at the bouncing, though, I'm well aware of that - obviously I've been playing with it all weekend :P

In regards to blast radius on the airburst shell...that's not a blast radius - well, there is one, but it's rally small.

What you think is a blast radius is a 360 degree hitscan attack that basically fires off 100 shots, and I made it that way to balance it out.

If you can master it, you can annihilate anything with up to 800 HP, I do believe. If you screw around with it, it'll kill them and you.

Anyway, the general idea is to aim it at a group of enemies, fire it through them, and then when it goes off, they effectively become living shields.

Anyway, my own build is more recent than the one that was uploaded because I removed the "free" command from the Pump-Action Shotgun (it was still there from testing for bugginess and functionality), so now it's gone and I can play the games normally :P

Anyway, I'll look into the grenade launcher, I'm bringing this stuff to school to demo it to my classmates and I'm bringing XWE with me.
?lleps cigam a, 4f tla hsup


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